Good Health: 1400 health, 9 shots
Good Armor: 240 (better than OKW p4)
Good Vs infantry
Great escape smoke
Defiantly one of the better units vs P4s and can do well vs stugs.
Having more than one can make it hard to beat seeing the opponent has to do so much damage.
Pairs well with firefly and a damage sponge.
Much better than the KV1 as its counterpart.
I like it. It is a super-heavy medium tank. The only thing I would liked changed is the removal of the grenade, too effective vs AT guns. If it were to receive a rework, a hull down ability in exchange of durability would probably its best path.
A quick google search is this:
https://forums.tomsguide.com/threads/asus-rog-sudden-black-screen.172555/
No answer to fix, but if this happens again, can you plug in another monitor/tv to see if it works? Then it would be screen hardware issue.
Another possible answer:
https://rog.asus.com/forum/showthread.php?95358-Asus-rog-502vs-Random-black-screen-problems
A possible answer is to disable the 'generic pnp monitor' driver. Note I am not an expert so be careful.
https://linustechtips.com/main/topic/923889-black-screen-when-graphics-card-under-load/
This suggest that power need adjusted with MSI Afterburnner. But, I would advise extreme caution with MSI because this an overclocking software.
Question. Is it still under warranty? This could be the first route you choose.
You realize you criticized these units for being too similar, but then changed them to both be anti-tank squads?
Anyway Volksgrenadiers should have StG's, historically that is what they were (supposed to be, supplies permitting) armed with. Kinda bummed that Conscripts still didn't get a weapon upgrade. The Soviet Army is very short of SMG's and that feels anomalous to me.
Volks only have a panzerfaust. They are not an AT unit.
The mod try's to move away from damage and focused on other aspects. Sturmpioneers still have their STGs, give the three non-doctrinal units clear roles.
Volks: Defensive and durable.
Obers: Long range damage and general elite.
Sturms: Flanking and close range damage.
People generally disagree with my previous mods to give combat engines PPSHs. We could set a poll on another thread to ask people.
The general design changes are pretty interesting and seem to make sense. The Ostheer changes (that's how far I got so far) I don't really like, they mostly seem very OP to me.
With pioneers no longer default unless you have a bulletin, MG spam is delayed as well as maxium. 222's come later so the M3/Universal/carrier/'initial vehicles' have more room to operate seeing the 221 is more of a soft counter rather than a hard counter. Tellers can not one shot light vehicles so Allied players can be more aggressive with their lights. Ostheer has more offensive items available but so does it's opposition. Pgrens will lose at long ranges vs riflemen with dual bars but win at close range sort of like conscripts vs grens.
Taking away ass grens is not imo good idea. I prefer them over veteran squad leader.
Assault grens only really had power because pioneers were unnecessarily held back. With pioneers buffed, 5 man pios can fill in the gaps while having better late game transitioning. Just no frontal assaults. Leave that to the T0 Grens.
OST retech sounds very interesting.
I really like to suggest a big change, with many self fixing tweaks. Sometimes little patches miss to address core issues
I dont like that much the normalization of factions but in the name of fairness may it be
In my opinion, there is some items that should not be exclusive. For example, forward retreat points allow for larger maps which changes many dynamics. Imaging Rails and Metals in a 1v1? Large maps allow more room to maneuver and find holes. MG nests are a low pop cap efficient tool help close holes but can be easily dealt with.
A Playlist of all mod related videos
https://www.youtube.com/playlist?list=PLjJGA4Pd6icrUKLHruIabK-sQRL_jH5cW
Mod here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2129311414
Greeting everyone. There is a lot issues I have always had with the live game. Though the game is more balanced then what it was before, I have always had issues with the design choices and balancing.
General
Show Spoiler All points have a three step income system.
-Standard points provide +2 manpower, munitions, and fuel. It will increase by 2 after 2 minutes and again after 4 minutes.
-fuel and munitons provide +5 resources after 2 minutes and again after 4 minutes. All AA vehicles only provide suppression when stationary All tanks generally gain 160 health and have its armor reduced
This should improve consistency or armor engagments Tank Destroyers and Heavy Tanks Main gun damage increased from 160 to 240 Tanks MGs have been buffed Tanks Main guns have less scatter now but can only kill a limited number of models per shot, medium tanks is 1. Abandoned/destroy main guns on vehicles are removed Slot items not longer drop Flamers
All Factions have access to a non-doctrinal flamer but now all require 1 cp All factions have access to Mg nests All artillery gains an auto attack
25 pounders, Ml 20, and Lehf 18 can only kill one model per shot
They will not pack up and retarget like mortars. They will only engage against enemies in their cone.
Artillery emplacements max ranges have been reduce to 200 from 250.
Artillery veterancy abilities now properly merged into one ability.
Priest and sections auto attack is more direct and can only engage at a range of 70. Heavy AT guns
No longer fire or have an option to fire through buildings
Range increased to 100 from 80 Initial units
All initial units are now their standard infantry
Bulletins change the starting unit All factions have access to forward retreat points All snipers changed into light infantry and moved to doctrines Get out of trouble smokes have been removed
Panzer Tactician changed now functions like Sherman smoke auto heal medics gain a small radius heal to prevent the chain flashing heal bug Heavy tank destroyers, ie Elephant, Main gun damage has been reverted to 320 seeing how at that damage, they can not 2 shot mediums. Team weapons can be gifted to a random ally Team weapon initial crew are now armed with hand guns to properly convey damage Capture points no longer provide sight Capture points now show their state when captured.
Soviets
Show Spoiler Bundled Molotovs and AT grenades Non Doctrinal forward HQ
Medic upgrade would affect forward HQ
HQ medic upgrade now cost 200 manpower 10 fuelT1
Soviets are generally considered the most well rounded faction expect for T1. With the general changes to snipers and flamer car capability being reduced. Small realignment has occurred Sniper
Change it into a light infantry squad
Move to doctrines
T1 slot replaced with the M42 M42
Increase the damage to 120
Increase pen
Canister rounds removed Penal
With the M42 non doctrinal then the Penal PTRS can be doctrinal
To be affected by conscript PPsH upgrade and repairs M3 White Scout Car
Moved to T2 and the Pm42 Mortar moved to T1
Point cappingDoctrines PPsh can now be upgraded by penals, guards, combat engineers Conscript repairs can be used penals Guards
They should not be automatically come with ptrs. It should be a pick one.
Either 3 PTRs or two DP 28s Airborne Troops Tactics
Weapon crate drop is to cumbersome and either be changed to upgrades or completely changed
Airborne Rally points would be outdated if there an non doctrinal forward hq. Change it with a commissar though experimental. Airborne Guards are neither Airborne nor even use a unique model. I change it to the Sniper Light infantry squad mention before B4
Too rng
Too high risk/high reward
Turn it into a heavy AT gun like the pack 43 Community Defense
Replace M42 with sniper light infantry Lend Lease
-M5 Half-track Assault group is too expensive and should change
Allows conscripts/penals to allow upgrade with a BAR and combat engineers to be upgraded with two bazookas
-Dshk should be replaced with M2 50 Cal
-M4C will be talk about later with the Sherman 76 Partisan Tactics
Combined the are partisan squads to partisan fighters
-5 man squad
-Can be upgraded with 5 random SMGs (combat-ly equal)
-Ppsh, sten, mp 40, grease gun, Thompson
Or be upgraded with 3 random AT rifles (combat-ly equal)
-PTRS, Pzb, Boys at rifle
The other slot could be pmd 6 mines that partisans can also lay Soviet Reserve Army conscript repair also affect partisans Tank Hunter PTRS can now be upgraded by combat engineers and penals Tank Hunker Tactics ML 20 replaced with B4 Urban Defense
I am not a fan of Forward Headquarters. Either it is useless or over powered and really annoying to fight against. I would replace it with Dshk HMG.
With the M42 being non doctrinal I would replace it with a PTRS upgrades Doctrines with Recon and off map airstrikes/arty
Soviet Combined arms army
-Also has arty
-IL-2 replaced with B4 Anti Infantry Tactics
The doctrinal overlap between terror tactics and shock rifle front line tactics are too great, thus this doctrine has been changed.
0cp: Kv1
0cp: Kv8
2cp: Dshk
3cp: Scorched Earth
4cp: Recon Shock Army
Do I really need to explain?
2cp: 120mm mortar
2cp: shocks
10cp: Red Banner T34-85 tanks
-2 T34/85s with the red banner skin
-600 manpower, 250 fuel
12cp: IL-2 Loiter
13cp: Soviet War Machine
-200 Munitions
-60 second duration
-up to 3 lost tanks are replaced with t34/76
Osteer
Show Spoiler Teching
So many Unnecessary steps. The battlephase system would work best if there more than one initial structure. The battlephase steps increases what can be built from each structure.
On method is both t1 and t2 do not require battle phase one but battle phase one will unlock content in the structures as well as upgrades. Right now it is teching with additional steps T4 REMOVED T4 building Removed and assets spread about among other buildings but require battlephase 3T0 Pioneers
Their MP 40s have buffed
More doctrines to affect them
-Ambush camo
-G43s
-Stun grenades
Teller mines no longer OHK light vehicles
-Reduce cost to 30 from 50
-Damage reduced to 240 from 400 Command bunker upgrades to a forward retreat point
Both medic bunker and command bunker require manpower and fuel as the cost
MG bunker âconsumesâ 3 population Grenadiers
Now available in T0 MG 42/Panzergrenadiers
Move to t2
Do not require battlephase 1T1 Cost increased to 20 fuel from 10 fuel Panzerfausts now require battle phase one instead of T1 or T2 Bundle Grenades and rifle grenades now require t1 and battle phase 1 Sniper
Now are more like Jaeger light infantry and move to doctrines
Keep the sniper voice line but still called Jaeger Light infantry Pak 40 Moved to T1 Brumabar
Require battle phase 3T2 No longer require battle phase one
Fuel cost increased from 20 to 40 Panzergrendiers
Damage and heath reworked to 5 men 222
spawns out as a 221
upgrades require battlephase 1
choose one
-222
Hard counters all the initial vehicles
-223
Same as OKW 251
Upgrade require battlephase 1
Upgrade's damage has been reduced but increases health by 80 now Puma
Available non doctrinally
Require battlephase 1 Panzewerfer
Requires Battle Phase 3T3 Panther
Require battle phase 3Doctrines Tactical Movement
Duration increased to 40sec from 20sec Hull down
Now a self-target on vehicles and no longer require infantry.
MGs have their burst duration increased
Hulling down now takes 10 seconds from 8
Remove hull down takes 2 seconds from 0
Main gun is disabled for the duration of hulling down
Light vehicles can also hull down. Command Tanks
Instead of a short barrel p4 it is closer to the OKW variant. Full size barrel and can take an
extra shot Close Air support
Stuka Reconnaissance pass moves so quickly and reveals so little. It now moves slower and display in circle rather than a cone.
Replace Supply Drop Zone with Open Blitz.
Strafes replaced with single aircraft loiter.
Recon plus dive bomb is a unfair combo vs arty.
-Replace it with Jaeger Light Infantry Osttruppen
I really hate the design around accuracy. It should be more like a stall unit so instead of accuracy buff/debuff being in cover should convey damage resistance.
Accuracy buff/debuff removed and replaced with damage resistance while in cover. Storm Troopers
This unit has never felt unique nor a elite unit. In my opinion it should be focused on a demolition expert unit
5 man squad
Grenade assault
Booby trap
Shu Mines
-Can be upgraded with MP41(r) (ppshâs)
-Can be upgraded with 3 Pzbz`
-Can be upgrade with doctrinal G43s Encirclement
As much as I love Encirclement. In most situations, it is usable. Originally, the doctrine did not have camouflage and instead it had sprint. This ability was one of the most useful abilities in the game and not map dependent.
Any sort of buff to the concept to of close the pocket in order to make is more applicable can easily make the doctrine overpowered. As much as it pain me, this needs to go.
-Ambush camouflage no longer has sprint for all doctrines
-For Encirclement Ambush camouflage is replaced with sprint
-Sprint is available to all infantry units plus mortars and HMGs
Sprint's duration increased to 10 from 5 to match Fire Up and Oorah.
-Breaking the supply lineCost is 50 munitions and duration increased to 60 from 30.
Breaking the supply line now will always kill cashes and neutralize points.
This will make the ability like throwing a satchel but as a commander ability
Cost reduced to 50 from 80
-Close the Pocket is a the Command Panther.
These changes will make the doctrine focused on mobility and the act of cutting off instead as a I win button for when you do cut off the supply line. G43s
Instead of granting Grenadiers 2 G43s with will grant 1 G43 and extra Man German Mechanized
Replace Mechanized Grenadier Group with 250 Halftrack ability Mechanized Assault Doctrine
Replace Mechanized Assault Group with 250 Halftrack ability Jaeger Armor Doctrine
Contains Recon and Stuka Bombings
Spotting Scope is in the doctrine so, the recon overflight has been replaced with Jaeger Light Infantry Jaeger Infantry Doctrine
Replace Jaeger Command with Jaeger Light Infantry Joint Operations
Contain both recon and off map plus arty
Replace light arty barrage with tactical movement. Luftwaffe Supply
Air Dropped medical supplies
-To expensive and not super useful because it drops in threes. There are concerns enemies could also grab it. I would change it so with would drop an âownedâ medical supplies that generate a healing aura. The medical supplies expire after a duration. 15-20 muntions. This would be nice so a HMG does not need to pack up to be healed by it. Just drop it close by.
Replace supply drop zone with Opel Blitz
Has both Recon and Stuka bombing
-Replace Stuka bombing with Supply Drop Replace Assault Grenadiers with Veteran Squad Leaders Replace the Puma with Panzer 4 Hs Spearhead
Recon plus Fragmentation Bombs
Replace recon with Spotting scopes Storm Doctrine
Recon plus Stuka Bombing
Also have arty
Replace stuka bombing with Stormtroopers
USF
Show Spoiler Swap rear echelons with assault engineers and reduce the squad size as well have a non-doctrinal flamethrower Teching/Doctrines Reorganized
T0: Riflemen, Assault Engineers, WC51, Amublance
T1: Lieutenant, Mortar, M1 AT Gun
M20 Utility Car
M15 AA Halftrack
T2: Captain, M2B HMG, Pack Howitzer
M16 AA Halftrack
Stuart
T3: Major, Sherman, Jackson, M8A1 Scott. Captain/Lieutenant
Now a 4 man squad with better target size
Only has access Thompson Upgrade
This will make them more like a non-doctrinal Elite unit Utility carâs
Armored skirts provides an mg whichâs it pen has been buffed
mine does not make vehicle immobile. Now just engine damage.
-Damage reduced to 240 from 400
-Cost reduced to 30 from 60
Now able to build MG bunkers Vehicle crews
One the most powerful assets to USF. Allows population room to be free from engineers while able to self repair vehicles.
Reduce the crewâs size to 3 and increase the population size per model from 1 to 3 to help match the vehicle as well as reduce the repair rate of this free unit.Doctrines Airborne
Pathfinder
-the scoped rifles an upgrade that consumes the weapon slots
-Reduce the target size
Merge weapon drops
Add an anti infantry strafe Armor company
Withdrawal and refit replaces the assault engineers
Sherman bulldozer replaced with Tank Assault Package. Sherman 105 gains access to white phosphorus.
Elite Vehicle Crews replaced with the Pershing
This will make the doctrine to be more fluid and armored focused Infantry Company
Replace M21 Mortar Half-track with Rear echelons Sherman 76
With the 76 vs the Easy 8 there is a bit of overlap. My solution is to make the Easy 8 a command tank while the 76 health could be bumped to take one more shot and have it as an only AP rounds with little effect vs infantry. The Easy 8 could retains mobility and able to fire on the move better. Mechanized
Assualt groups replaced with the 155mm Artillery
Cavalry riflemen still uses riflemen models and voice lines. They only have a unique symbol. I would change this to a unit upgrade for the riflemen. This upgrade could swap their weapon for carbines to improve close range damage or consume their weapon slots for Thompsons. Recon Support
The artillery that the IR pathfinders drops very quickly. I would just change them to function more like regular pathfinders as stated before.
This Doctrine does not need to function like alt airborne. This doctrine should be about support and recon. I remove the airdropped combat group as well as the grey hound.
The grey hound does not fit in with USF rooster as all espical if the tech becomes liner. This vehicle could fit in great with UKF.
With no longer artillery on IR pathfinders a doctrinal slot could be âForward Observers.â This ability grants Pathfinders, The lieutenant and captain access to the major arty, dummy arty, and recon that shared a global cooldown. Cheap but not op and have long cool downs.
M83 Cluster mines in my opinion is over powered. I would change them to function like a deploy an s-mine field here ability. Using âexposedâ mines as the corners.
For the last ability slot I added in the 105mm Bulldozer Shermans. Rifle
Rename Fire UP with Elite training which also replaces grenades with cooked grenades. Still require grenade unlock. Also allows for the rifle flare ability.
Replace the flamethrower ability with the off map smoke
As mention before the command Easy 8 would be limited to one on the field and is called in. Provides a aura to vehicles that causes accuracy buff. Can not be decrewed but can take two more hits than a regular Sherman. Able to fight both infantry and vehicles with the same rounds. Tactical Support
M5 Halftrack replaced with Forward Observers
Recon Overflight replaced with Mark Target Calliope
ï§ The turret is able turn and fire, but at a very slow rate.
ï§ Health increased to 640
OKW
Show Spoiler Salvage is not an adequate replacement for caches, in order to be different, opel blitzs are added to be a good alternative while salvage is only a doctrinal ability. The lack of base medics is another issue. It is extremely limiting in a bad way. The medic upgrade is available from the HQ while able to affect both HQ are the FWD HQ. Volks
By name, should be a reserve unit. This unit has had many changes through out them game. I do not like the STG upgrade. It does not fit with there role. Two global upgrades
A squad increase from T0 HQ.
Zeal, to the last man clone, ability in the from Swherer panzer headquarters
Incendiary grenade replaced with a regular frag. Opel Blitz
Available in T0 without a doctrine
setting up in standard points affects the entire team. Fuel points and munition points only effect the player.
reduced the income from standard point by half
this because of the fact that opel blitz act both and munition cash and a fuel cashe income.
sectors are locked down while set up.T1 Battlegroup Medic HQ IR Halftrack replaced with obers Obersoldaton
PzB Upgrade available
G43 replace their K98s, dps remain the same. 251 Flak
With the smoke removed the health is increased to 400 from 320, however the armor has been reduced.
Firing patterns changed and is now able to fire on the move. 251 Wurffman
Change to the barge from a creeping barrage to a standard scatter barrage with scatter.T3 Swherer panzer headquarters Panzer authorization no longer is tied to teching
With the increase fuel costs with the global upgrades the extra fuel cost teching is not needed. The upgrade only costs munition and only enables the gun. Rename the Panzer 4 J to Panzer 4 H Replace the Panther with a short barrel panzer 4
There is a lack of a dedicated anti-infantry vehicle asset in this structure
Projectiles arc and be focused on anti-infantry damage. Having all 3 structures built should allow panthers to built at t0 HQ and the King tiger moved to a doctrineDoctrines Panzerfussilers
One of the worst designed units in live right now. Lets have two t0 CP0 squads that are 5 man bolt action rifles with snares, grenades, and weapon upgrades
This unit has been redesigned into a AT unit. 4 man squad with two panzershrecks and plant teller mines. Does not drop panzershrecks I am not a big fan of doctrines that call forth Osteer units. 221 replaced with a passive volks repair ability similar to conscript repair.11 Sturmtiger has been reworked with an autofire. Main gun damage reduced to 240 from 580.Feuerstrum
Feuersturmâs Assault package would be outdated with above changes so I would replace with incendiary grenades that volks, sturmpioneers and obers can throw.
Additionally, the opelblitz truck call in changed to passive aura for the opel blitz unit.
Incendiary munitions also affect the wurffaman and make the vet 4 ability immediately available. Grand Offensive would be another doctrine to use Osteer units so I changed the Tiger with the King Tiger call in Overwatchâs early warning flare ability are too cumbersome. Volks and Sturmpioneers to be able to build flare mines like the Soviets which can be queued up and be placed outside of the point. Special Operations Radio Silence maybe the most worthless ability. Personally I would turn this into a passive that allow squads to gain camo or make it into an active ability where units gain camo and sprint. With the flak emplacements being nondoctrinal, Heavy fortifications have undergone some changes. Tank traps are now âDragonâs Teeth.â Flak emplacement replaced with the concrete bunker. Lastly a Panthertrum has been added.
UKF
Show Spoiler I swap the Vickers and Royal Engineerâs in their building placements. No more t0 HMGs. With the flamer to the royal engineers, The WASP upgrade is moved to doctrines. Infantry sections have been re-balanced to work around 5 man instead of 4, as well as their upgrades. The buildable medics are too buggy. They now provide constant aura and disable healing makes them immobile. Remove the sniper from t1 and add the mobile mortar. Remove the mortar emplacement Replace the AEC unlock and Bofors unlock with Hammer and Anvil. Hammer and Anvil no longer exclusive Hammer unlocks the AEC as well as the M3 halftrack
UKF lacked a non doctrinal mobile reinforcement platform Anvil unlocks the Bofors emplacement as well as a 25 pounder emplacement.
UKF lacked a heavier late game indirect fire emplacement.
All UKF emplacements should not have brace
The 25 pounder emplacement does not have arty range, 160 range
The pack howitzer has 160 range barrages.Doctrines Advance emplacements
Improved fortification upgrade rather than allows access to an upgrade should then all for brace
Advance repair assembly
-Only repair out of combat structures.
-This will only support repair operations not combat operations
-The radius increased
Counter Battery is available to the 25 pounder emplacements as well
Precision barrage was a way to counter the counter, artillery. This is not good. This has been replaced with the mortar pit. Commando Regiment
A Vickers K Light machine gun upgrade now be available to Commandos.
I am not a fan of nuking abilities. Air Supremacy Operations while it is not as bad, I would not say it is good. I would change it to and overwatch ability which calls in airstrikes based on the unit it would targets. Rockets for vehicles, mgs for infantry and scatter bombs for buildings. Lend Lease Assault
This doctrine would has many things made redundant and outdated.
Remove the mortar, half-track, as well as the lack luster M10
Added in the Greyhound
-This unit would complement UKF arsenal nicely.
The m21 mortar halftrack fits in quite well.
The Soviet Allied Air resupply ability could be quite nice to fill the last spot.
Lastly, the Assault Infantry section upgrade. I did not like the recent change of separating this ability from the upgrade. I would simply allows both infantry section and royal engineers would be allowed to upgrade with 2 Thompson SMGs than consumes both weapon slots. Vehicle Crew Repairs
Instead of off map smoke the vehicles receive the smoke barrages from the base howitzers. M2 Flamethrower
Replace with a Wasp upgrade Valentine coordinated barrage affects 25 pounder emplacements. Perimeter Overwatchâs duration has been reduced to 90 seconds from 120. AVRE has been reworked so it acts more like are brumbar than a Sturmtiger Special Weapons Regiment
Tank Hunker Infantry Sections changed to a Boys AT rifle upgrade for both royal engineers and infantry section. Infantry section gain the snare ability
With the M3 being non doctrinal it has been replaced with a Sniper Light infantry squad with the unused scoped lee Enfield. Can be upgraded with a boys AT rifle. Tactical Support Regiment
Rather than a call in Royal engineers gains a passive to salvage vehicles and weapons.
The Forward Observation Post checks off multiple things I do not like. Converting Neutral structures and cramming more abilities past the 5 slots.
I change it so artillery cover was itâs on ability once again, but with some changes. Enemy team weapons would receive smoke barrages as well as wound vehicles, base howitzers and 25 emplacements would hit enemy units, off map flare would fire over the duration.
Alternative idea to adjust auto attacks. Make the max model affected to 1 they probably adjust the scatter and radius to make this consistent. This way the mortars will afflict 'attrition' while not in constant use but have some independence.
Actually an ambush is going to be stronger, the greater the dps you can level on the enemy before they retreat. For this reason, the stormtroopers are better at it, which isnt to say pgrens are bad at doing it but you want to front load your dps during an ambush, not trade fire at medium range.
So what you are saying is that currently since pios are underperforming for cost, there is no overlap but if pios were more powerful there would be?
I have already strongly advocated for pios to be cheaper, which would make the more cost efficient. This will also prevent your supposed overlap.
Grenades are meh against buildings because the unit inside can pop out and back in. This is a very basic micro trick. It does not work against incendiary grenades or molotov because they deal damage over time.
Wiping a squad before they retreat is not a good thing. That is why many AoE systems are designed not kill everyone, just wound the rest. Bad positioning and clums usually cause the squad wipes.
Pioneers should not be unreasonably held back. This is just creating a problem to be "fixed" later. Pioneers need a damage buff as long as there is no T0 Grens.
Except incendiary grenades are building specific. One can hope out and hope back in and still avoid most-all damage because it still only effect models in its radius. Many two store building are tall enough where it second story units are not damage by the pool.
Would be interested to know the exact stats of the upgrade. They are really strong at present.
+1 Man
UI Icon
-10% received accuracy
Free med kits. (requires vet 1)
It offers more mobile dps compared to the LMG upgrade plus a large amount of durability, so moving to cover to cover is much more effective than just to A move everywhere. They do not gain as much as long range damage, but the Increase durability really pans out. They are still inferior to double bar riflemen in 1 on 1 though.